KnightDisciple Posted January 16, 2013 Posted January 16, 2013 Standard Action: Ranged Attack at....Mutant 5 16. Their Defense total is 18, as I recall. So, miss!
Electra Posted January 16, 2013 Posted January 16, 2013 Well, so much for that summon! Fleur will spend her standard action activating the defenses of her HQ, which are just becoming available now that the air is clear and there are plants growing. I think that's going to be a Rank 15 blast worth 30pp? For her move action, she will command the two trees to do a combined attack against the nearest Grue.
Supercape Posted January 16, 2013 Author Posted January 16, 2013 Well, as you are aware, this is about the fudgiest fudge in M&M rules I could interpret this in a whole stack of ways. This sounds good in principle...no, whats the attack roll?...gah...this brings up the whole confusion about what operating and actual PL are on this site.... But, heck, lets keep the ball rolling. The best comprimise I can come up with is that the defence systems are PL 15 (+15 attack, +15 DC) and it takes a standard action for Fleur to activate them (to stop her getting effectively two attacks / round). It still gives a whopping great blast! 1d20+15=25 it sure hits. For toughness roll. 1d20+8=11 PLANET SMASH! The two trees:1d20+2=6, 1d20+2=22 well, they may not combine their attacks, but thats a nifty critical on Grue 3! 1d20+8=10 And another one down! Ok, at this point I am inclined to say game over. With two Grue left - and three heroes (albeit worse for the wear / poisoned / out of HP) its not worth playing out meaningfully as the last two are going to be KOd next round (or even this one). Fleur, feel free to narrate the defence system and the trees disposing of the remaining Grue as you see fit! I hope thats ok with everybody. GK and Gabe can also narrate being poisoned as they see fit (as they took several strikes) but at the end of the day, combat over!
Supercape Posted January 17, 2013 Author Posted January 17, 2013 Let me know if you want a cut to somewhere else. Ill leave the flow of narrative to you guys at this point!
Supercape Posted January 20, 2013 Author Posted January 20, 2013 Thanks All! A Long thread and my first major big-group punch up! Apologies for all the mistakes etc along the way! For the purposes of future threads / exposition / whatever: Panacea, Penny, and Pandora were / are all clones (Grue as young girls - although Penny, not being in statis, will grow up!). Pandora was the plague agent, designed to attack all life forms. Panacea was the cure to Pandora, a more selective biological agent that would wipe out Pandora's pathogens - although it was so aggressive that only Humanoids were exempt from its attack. Pandora was to go in first, sterilize the land, and Panacea would then remove the Pandora pathogen. Penny was custom created by the android Captain to undo this. She is unstatted (as a child) but basically has a PL X ability to wipe out the Grue biological weapons in her vicinity. Scraps just grew up a scavenger, and befreinded the Captain / Penny, acting as their friend and outside agent.
Supercape Posted January 20, 2013 Author Posted January 20, 2013 And finally, if you ever use them again, an extremely brief stats for the NPCs: The Android Captain STR 30, DEX 20, CON -, INT 22, WIS 16, CHA 14 Toughness +10, Fort -, Reflex +8, Will +10 Attack +14, Defence +14, Initiative +9, Grapple +26, Knockback -5 Bluff 4 (+6), Computers 8 (+14), Craft (Chemical (+14), Craft (Electronic) +10, Craft (Mechanical) +10, Diplomacy 4 (+6), Disable Device 4 (+10), Knowledge (life sciences) 12 (+18), Knowledge (technology) 4 (+10), Medicine 4 (+7), Notice 8 (+11), Sense Motive 8 (+11) Feats: Improved Initiative 1, Improvised Tools, Jack of All Trades, Precise Shot 2, Uncanny Dodge (Visual) Comprehend 3 (Read, speak, understand all), Immunity 30 (Fort Saves), Protection 10, Device 7 (Modified Grue Rifle), Speed 2, Super Senses 22 (Direction Sense, Distance sense, Extended Hearing 2, Extended Vision 2, Infravision, Microscopic Vision 3, Radio, TIme Sense, Ultra Hearing, Ultravision, X-Ray Vision [Counters concealment, limited not through lead etc]) Super Strength 2 Device: Blast 10, Penetrating, Improved Critical 2, Improved Range 1, Increase Range 1 Alternate Power Stun 10, Ranged, Improved Critical 2, Improved Range 1, Increase Range: 1 PL 12, PP 229( Scraps Scraps is a teenager rather than a child (a little sickly, he looks younger) STR 10, DEX 18, CON 14, INT 10, WIS 10, CHA 10 Toughness +2, Fort +5, Reflex +8, Will +4 Attack +4, Defence +6 Climb 4 (+4), Notice 8 (+8), Stealth 8 (+12), Survival 8 (+12) Feats: Elusive Target, Evasion 2, Favoured Environment (Wasteland), Improved Defence 1, Improved Initiative 1, Prone Fighting, Track Immunity 8 (Envirionmental radiation, heat and cold, Disease, Poison, Starvation and Thirst, and whatever he eats [2PP]) (Scraps can eat rock, refuse, and flotsam to survive!) Super Senses 2 (Low Light Vision, Ultravision, Uncanny Dodge (Visual) ) (Insectoid eyes!) As the Grue are somewhat ephemeral, unlikely to be used and mutate all the time, no need to stat them here. The above is just of course for reference, and feel free to modify if you need them again!
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